xash3d-fwgs/engine/platform/sdl/s_sdl.c
Gleb Mazovetskiy 5e0a0765ce Trim all trailing whitespace
The `.editorconfig` file in this repo is configured to trim all trailing
whitespace regardless of whether the line is modified.

Trims all trailing whitespace in the repository to make the codebase easier
to work with in editors that respect `.editorconfig`.

`git blame` becomes less useful on these lines but it already isn't very useful.

Commands:

```
find . -type f -name '*.h' -exec sed --in-place 's/[[:space:]]\+$//' {} \+
find . -type f -name '*.c' -exec sed --in-place 's/[[:space:]]\+$//' {} \+
```
2021-01-04 20:55:10 +03:00

270 lines
5.7 KiB
C

/*
s_backend.c - sound hardware output
Copyright (C) 2009 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "platform/platform.h"
#if XASH_SOUND == SOUND_SDL
#include "sound.h"
#include <SDL.h>
#define SAMPLE_16BIT_SHIFT 1
#define SECONDARY_BUFFER_SIZE 0x10000
#if ! SDL_VERSION_ATLEAST( 2, 0, 0 )
#include <stdlib.h>
#define SDL_setenv setenv
#define SDL_GetCurrentAudioDriver() "legacysdl"
#define SDL_OpenAudioDevice( a, b, c, d, e ) SDL_OpenAudio( ( c ), ( d ) )
#define SDL_CloseAudioDevice( a ) SDL_CloseAudio()
#define SDL_PauseAudioDevice( a, b ) SDL_PauseAudio( ( b ) )
#define SDLash_IsAudioError( x ) ( x ) != 0
#else
#define SDLash_IsAudioError( x ) ( x ) == 0
#endif
/*
=======================================================================
Global variables. Must be visible to window-procedure function
so it can unlock and free the data block after it has been played.
=======================================================================
*/
static int sdl_dev;
//static qboolean snd_firsttime = true;
//static qboolean primary_format_set;
void SDL_SoundCallback( void *userdata, Uint8 *stream, int len )
{
int size = dma.samples << 1;
int pos = dma.samplepos << 1;
int wrapped = pos + len - size;
#if ! SDL_VERSION_ATLEAST( 2, 0, 0 )
if( !dma.buffer )
return;
#endif
if( wrapped < 0 )
{
memcpy( stream, dma.buffer + pos, len );
dma.samplepos += len >> 1;
}
else
{
int remaining = size - pos;
memcpy( stream, dma.buffer + pos, remaining );
memcpy( stream + remaining, dma.buffer, wrapped );
dma.samplepos = wrapped >> 1;
}
}
/*
==================
SNDDMA_Init
Try to find a sound device to mix for.
Returns false if nothing is found.
==================
*/
qboolean SNDDMA_Init( void )
{
SDL_AudioSpec desired, obtained;
int samplecount;
if( SDL_Init( SDL_INIT_AUDIO ) )
{
Con_Reportf( S_ERROR "Audio: SDL: %s \n", SDL_GetError( ) );
return false;
}
// even if we don't have PA
// we still can safely set env variables
SDL_setenv( "PULSE_PROP_application.name", GI->title, 1 );
SDL_setenv( "PULSE_PROP_media.role", "game", 1 );
memset( &desired, 0, sizeof( desired ) );
desired.freq = SOUND_DMA_SPEED;
desired.format = AUDIO_S16LSB;
desired.samples = 1024;
desired.channels = 2;
desired.callback = SDL_SoundCallback;
sdl_dev = SDL_OpenAudioDevice( NULL, 0, &desired, &obtained, 0 );
if( SDLash_IsAudioError( sdl_dev ))
{
Con_Printf( "Couldn't open SDL audio: %s\n", SDL_GetError( ) );
return false;
}
if( obtained.format != AUDIO_S16LSB )
{
Con_Printf( "SDL audio format %d unsupported.\n", obtained.format );
goto fail;
}
if( obtained.channels != 1 && obtained.channels != 2 )
{
Con_Printf( "SDL audio channels %d unsupported.\n", obtained.channels );
goto fail;
}
dma.format.speed = obtained.freq;
dma.format.channels = obtained.channels;
dma.format.width = 2;
samplecount = s_samplecount->value;
if( !samplecount )
samplecount = 0x8000;
dma.samples = samplecount * obtained.channels;
dma.buffer = Z_Calloc( dma.samples * 2 );
dma.samplepos = 0;
Con_Printf( "Using SDL audio driver: %s @ %d Hz\n", SDL_GetCurrentAudioDriver( ), obtained.freq );
SNDDMA_Activate( true );
dma.initialized = true;
return true;
fail:
SNDDMA_Shutdown( );
return false;
}
/*
==============
SNDDMA_GetDMAPos
return the current sample position (in mono samples read)
inside the recirculating dma buffer, so the mixing code will know
how many sample are required to fill it up.
===============
*/
int SNDDMA_GetDMAPos( void )
{
return dma.samplepos;
}
/*
==============
SNDDMA_GetSoundtime
update global soundtime
===============
*/
int SNDDMA_GetSoundtime( void )
{
static int buffers, oldsamplepos;
int samplepos, fullsamples;
fullsamples = dma.samples / 2;
// it is possible to miscount buffers
// if it has wrapped twice between
// calls to S_Update. Oh well.
samplepos = SNDDMA_GetDMAPos( );
if( samplepos < oldsamplepos )
{
buffers++; // buffer wrapped
if( paintedtime > 0x40000000 )
{
// time to chop things off to avoid 32 bit limits
buffers = 0;
paintedtime = fullsamples;
S_StopAllSounds( true );
}
}
oldsamplepos = samplepos;
return ( buffers * fullsamples + samplepos / 2 );
}
/*
==============
SNDDMA_BeginPainting
Makes sure dma.buffer is valid
===============
*/
void SNDDMA_BeginPainting( void )
{
SDL_LockAudio( );
}
/*
==============
SNDDMA_Submit
Send sound to device if buffer isn't really the dma buffer
Also unlocks the dsound buffer
===============
*/
void SNDDMA_Submit( void )
{
SDL_UnlockAudio( );
}
/*
==============
SNDDMA_Shutdown
Reset the sound device for exiting
===============
*/
void SNDDMA_Shutdown( void )
{
Con_Printf( "Shutting down audio.\n" );
dma.initialized = false;
if( sdl_dev )
{
SNDDMA_Activate( false );
#if !XASH_EMSCRIPTEN
SDL_CloseAudioDevice( sdl_dev );
#endif
}
#if !XASH_EMSCRIPTEN
if( SDL_WasInit( SDL_INIT_AUDIO ) )
SDL_QuitSubSystem( SDL_INIT_AUDIO );
#endif
if( dma.buffer )
{
Mem_Free( dma.buffer );
dma.buffer = NULL;
}
}
/*
===========
SNDDMA_Activate
Called when the main window gains or loses focus.
The window have been destroyed and recreated
between a deactivate and an activate.
===========
*/
void SNDDMA_Activate( qboolean active )
{
SDL_PauseAudioDevice( sdl_dev, !active );
}
#endif // XASH_SOUND == SOUND_SDL